this post was submitted on 27 Jul 2024
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[–] [email protected] 80 points 1 month ago (4 children)

30% seems rather high

but... when they handle payments, refunds, advertising (within their application) and game download costs (server infrastructure?), etc etc etc. it doesnt seem that crazy.

at least, for a lot of indie developers, not having to worry about those things, might easily be worth those 30%

[–] [email protected] 53 points 1 month ago* (last edited 1 month ago) (3 children)

Not to mention the reviews, community hubs, workshop, video streaming and recording, controller support, cloud saves, family sharing.

30% may be a lot, but it's not like they're just sitting on it.

EA and Ubisoft don't offer (most of) those features with their launchers where they do get the full proceeds.

[–] [email protected] 36 points 1 month ago

Not to mention Steam/Valve uses a significant portion of their resources to develop Proton.

Putting pressure on Microsoft is PRICELESS.

[–] [email protected] 10 points 1 month ago

I remember PirateSoftware talking about the remote play online co-op on steam, I think I found it here:

https://www.youtube.com/shorts/Iu4kpM692vI

Definitely doesn't seem to be sitting on it. Hell man, I have re-bought some games on other platforms just to re-play it on my Steam Deck.

I can't defend/accost the 30% simply due to my lack of knowledge in the industry.

[–] [email protected] 7 points 1 month ago

A couple of times, Steam Achievements have been a deciding factor in me not pirating a game. I know it's dumb but ¯\_ (ツ)_/¯

[–] [email protected] 37 points 1 month ago

I'd say it's very reasonable. Steam is EXPENSIVE. If you know anything about bandwidth, it's the insane cost. They don't do many exclusivity deals, and they even let you sell steam keys elsewhere with 0 cut for steam without giving users a degraded experience.

[–] [email protected] 30 points 1 month ago* (last edited 1 month ago) (2 children)

For it to "even out" they'd only have to increase your reach ~50%.

They do way more than that. And they give you an inherent legitimacy that putting it on your own site doesn't. It's not just handling refunds; it's the certainty as an end user that you'll get one hassle free.

Without Steam (or another retailer with similar traits), selling an indie game would be closer to a pipe dream than really hard. In almost all cases (and this seems to apply even to AAA publishers as most of them come back), the 30% they're taking is money you wouldn't have without them.

[–] [email protected] 14 points 1 month ago

I think there are a lot of people who weren't around for, or don't remember, how buying digital titles was before Steam got quite so popular.

It was pretty rare, and the overwhelming majority of indie games were released for free. There just wasn't many good ways to get the word out, and most ways of taking payment were costly enough to set up that it was rarely worth trying to get some meager amount of pay if you were just a one man show with no external financial backing.

[–] [email protected] 4 points 1 month ago

30% is industry standard (although it is starting to change). Until recently, both Apple and Google took 30% cuts from their phone app stores. Numbers I can find for GoG range from 30%-50%. Epic games is like 12%.